At 10:02 AM 7/8/96 -0500, you wrote:
>
>I have added the weapon spell patch and it works great, however
>I am wondering if anyone has added a feature that allows items
>to have spells such as invisibility... So, if a player was to
>wield/wear this item, they would be invisible, and stay invisible
>during combat. (that last part not necessairly a big concern).
>
>Thanks in advance!
>
>Chuck
>
>
ASPELL(spell_improved_invisibility)
{
struct affected_type af;
assert((ch && obj) || victim);
if (obj) {
if (IS_SET(obj->obj_flags.extra_flags, ITEM_NOINVIS)) {
send_to_char("You failed.\n\r", ch);
return;
}
if (!IS_SET(obj->obj_flags.extra_flags, ITEM_INVISIBLE) ) {
act("$p turns invisible.", FALSE, ch, obj, 0, TO_CHAR);
act("$p turns invisible.", TRUE, ch, obj, 0, TO_ROOM);
SET_BIT(obj->obj_flags.extra_flags, ITEM_INVISIBLE);
}
} else { /* Then it is a PC | NPC */
if (!affected_by_spell(victim, SPELL_IMPRO_INVIS)) {
act("$n slowly fades out of existence.", TRUE, victim, 0, 0, TO_ROOM);
send_to_char("You vanish.\n\r", victim);
af.type = SPELL_IMPRO_INVIS;
af.duration = 24;
af.modifier = -40;
af.location = APPLY_AC;
af.bitvector = AFF_INVISIBLE;
affect_to_char(victim, &af);
}
}
}
Now make that the spell on the weapon for invis, the check only checks for
the SPELL_INVISIBILITY, and the spell is SPELL_IMPROVED_INVISIBILITY so
therefore it will not check it and you will stay invis :)
Malcor
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